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utilities.asm
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;================================================================================
; Utility Functions
;================================================================================
!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
;--------------------------------------------------------------------------------
; GetSpriteTile
; in: A - Loot ID
; out: A - Sprite GFX ID
;--------------------------------------------------------------------------------
GetSpriteID:
PHX
PHB : PHK : PLB
;--------
TAX : LDA .gfxSlots, X ; look up item gfx
PLB : PLX
CMP.b #$FA : !BGE .specialHandling
RTL
.specialHandling
CMP.b #$FA : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : JMP GetSpriteID
++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpriteID
++ CMP.b #$FE : BNE ++ ; Progressive Sword
LDA $7EF359 : BNE + ; No Sword
LDA.b #$43 : RTL
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$44 : RTL
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$45 : RTL
+ ; Everything Else
LDA.b #$46 : RTL
++ : CMP.b #$FF : BNE ++ ; Progressive Shield
LDA !PROGRESSIVE_SHIELD : AND #$C0 : BNE + ; No Shield
LDA.b #$2D : RTL
+ : CMP.b #$40 : BNE + ; Fighter Shield
LDA.b #$20 : RTL
+ ; Everything Else
LDA.b #$2E : RTL
++
RTL
;DATA - Loot Identifier to Sprite ID
{
.gfxSlots
db $06, $44, $45, $46, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $43, $0C, $38, $39, $3A, $3B, $3C
; db $2C, $06, $0C, $38, $FF, $FF, $FF, $FF
;5x
db $44 ; Safe Master Sword
db $3D, $3E, $3F, $40 ; Bomb & Arrow +5/+10
db $00, $00, $00 ; 3x Programmable Item
db $41 ; Upgrade-Only Silver Arrows
db $24 ; 1 Rupoor
db $47 ; Null Item
db $48, $48, $48 ; Red, Blue & Green Clocks
db $FE, $FF ; Progressive Sword & Shield
;6x
db $04, $0D ; Progressive Armor & Gloves
db $FA, $FB ; RNG Single & Multi
db $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $49, $4A, $49 ; Goal Item Single, Multi & Alt Multi
db $FF, $FF, $FF ; Unused
;7x
db $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21 ; Free Map
;7x
db $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16 ; Free Compass
;7x
db $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22 ; Free Big Key
;7x
db $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F ; Free Small Key
}
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; GetSpritePalette
; in: A - Loot ID
; out: A - Palette
;--------------------------------------------------------------------------------
GetSpritePalette:
PHX
PHB : PHK : PLB
;--------
TAX : LDA .gfxPalettes, X ; look up item gfx
PLB : PLX
CMP.b #$FA : !BGE .specialHandling
RTL
.specialHandling
CMP.b #$FD : BNE ++ ; Progressive Sword
LDA $7EF359 : BNE + ; No Sword
LDA.b #$04 : RTL
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$04 : RTL
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FE : BNE ++ ; Progressive Shield
LDA $7EF35A : BNE + ; No Shield
LDA.b #$04 : RTL
+ : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FF : BNE ++ ; Progressive Armor
LDA $7EF35B : BNE + ; Green Tunic
LDA.b #$04 : RTL
+ ; Everything Else
LDA.b #$02 : RTL
++ : CMP.b #$FC : BNE ++ ; Progressive Gloves
LDA $7EF354 : BNE + ; No Gloves
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FA : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : JMP GetSpritePalette
++ : CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpritePalette
++
RTL
;DATA - Loot Identifier to Sprite Palette
{
.gfxPalettes
db $00, $04, $02, $08, $04, $02, $08, $02
db $04, $02, $02, $02, $04, $04, $04, $08
db $08, $08, $02, $02, $04, $02, $02, $02
db $04, $02, $04, $02, $08, $08, $04, $02
db $0A, $02, $04, $02, $04, $04, $00, $04
db $04, $08, $02, $02, $08, $04, $02, $08
db $04, $04, $08, $08, $08, $04, $02, $08
db $02, $04, $08, $02, $04, $04, $02, $02
db $08, $08, $02, $04, $04, $08, $08, $08
db $04, $04, $04, $02, $08, $08, $08, $08
; db $04, $0A, $04, $02, $FF, $FF, $FF, $FF
db $04 ; Safe Master Sword
db $08, $08, $08, $08 ; Bomb & Arrow +5/+10
db $00, $00, $00 ; Programmable Items 1-2
db $02 ; Upgrade-Only Silver Arrows
db $06 ; 1 Rupoor
db $02 ; Null Item
db $02, $04, $08 ; Red, Blue & Green Clocks
db $FD, $FE, $FF, $FC ; Progressive Sword, Shield, Armor & Gloves
db $FA, $FB ; RNG Single & Multi
db $00, $00, $00, $00, $00, $00 ; Unused
db $08, $08, $08 ; Goal Item Single, Multi & Alt Multi
db $00, $00, $00 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Map
db $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04 ; Free Compass
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Big Key
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Small Key
}
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; IsNarrowSprite
; in: A - Loot ID
; out: Carry - 0 = Full, 1 = Narrow
;--------------------------------------------------------------------------------
IsNarrowSprite:
PHA : PHX
PHB : PHK : PLB
;--------
CMP.b #$5F : BNE ++ ; Special Handler for Progressive Shield
LDA $7EF35A : BNE + : SEC : BRA .done : +; No Shield
BRA .false ; Everything Else
++ CMP.b #$62 : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : BRA .continue
++ CMP.b #$63 : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti
++
.continue
;--------
LDX.b #$00 ; set index counter to 0
;----
-
CPX.b #$24 : !BGE .false ; finish if we've done the whole list
CMP .smallSprites, X : BNE + ; skip to next if we don't match
;--
SEC ; set true state
BRA .done ; we're done
;--
+
INX ; increment index
BRA - ; go back to beginning of loop
;----
.false
CLC
.done
PLB : PLX : PLA
RTL
;DATA - Half-Size Sprite Markers
{
.smallSprites
db $04, $07, $08, $09, $0A, $0B, $0C, $13
db $15, $18, $24, $2A, $31, $34, $35, $36
db $42, $43, $45, $59, $A0, $A1, $A2, $A3
db $A4, $A5, $A6, $A7, $A8, $A9, $AA, $AB
db $AC, $AD, $AE, $AF, $FF, $FF, $FF, $FF
}
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; PrepDynamicTile
; in: A - Loot ID
;-------------------------------------------------------------------------------- 20/8477
PrepDynamicTile:
PHA : PHX : PHY
JSR.w LoadDynamicTileOAMTable
JSL.l GetSpriteID ; convert loot id to sprite id
JSL.l GetAnimatedSpriteTile_variable
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; LoadDynamicTileOAMTable
; in: A - Loot ID
;-------------------------------------------------------------------------------- 20/847B
!SPRITE_OAM = "$7EC025"
;--------------------------------------------------------------------------------
LoadDynamicTileOAMTable:
PHA : PHP
PHA
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM
STA.l !SPRITE_OAM+2
LDA.w #$0200 : STA.l !SPRITE_OAM+6
SEP #$20 ; set 8-bit accumulator
LDA.b #$24 : STA.l !SPRITE_OAM+4
LDA $01,s
JSL.l GetSpritePalette
STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13
PLA
JSL.l IsNarrowSprite : BCS .narrow
BRA .done
.narrow
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM+7
STA.l !SPRITE_OAM+14
LDA.w #$0800 : STA.l !SPRITE_OAM+9
LDA.w #$3400 : STA.l !SPRITE_OAM+11
.done
PLP : PLA
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; DrawDynamicTile
; in: A - Loot ID
; out: A - OAM Slots Taken
;--------------------------------------------------------------------------------
; This wastes two OAM slots if you don't want a shadow - fix later
;-------------------------------------------------------------------------------- 2084B8
!SPRITE_OAM = "$7EC025"
!SKIP_EOR = "$7F5008"
;--------------------------------------------------------------------------------
DrawDynamicTile:
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$01 : STA $06
LDA #$0C : JSL.l OAM_AllocateFromRegionC
LDA #$02 : PHA
BRA .draw
.narrow
LDA.b #$02 : STA $06
LDA #$10 : JSL.l OAM_AllocateFromRegionC
LDA #$03 : PHA
.draw
LDA.b #!SPRITE_OAM>>0 : STA $08
LDA.b #!SPRITE_OAM>>8 : STA $09
STZ $07
LDA #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR
JSL Sprite_DrawMultiple_quantity_preset
PLB
LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired
LDA $92 : INC #2 : STA $92
PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Sprite_IsOnscreen
; in: X - Sprite Slot
; out: Carry - 1 = On Screen, 0 = Off Screen
;--------------------------------------------------------------------------------
Sprite_IsOnscreen:
JSR _Sprite_IsOnscreen_DoWork
BCS +
REP #$20
LDA $E2 : PHA : !SUB.w #$0F : STA $E2
LDA $E8 : PHA : !SUB.w #$0F : STA $E8
SEP #$20
JSR _Sprite_IsOnscreen_DoWork
REP #$20
PLA : STA $E8
PLA : STA $E2
SEP #$20
+
RTL
_Sprite_IsOnscreen_DoWork:
LDA $0D10, X : CMP $E2
LDA $0D30, X : SBC $E3 : BNE .offscreen
LDA $0D00, X : CMP $E8
LDA $0D20, X : SBC $E9 : BNE .offscreen
SEC
RTS
.offscreen
CLC
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Sprite_GetScreenRelativeCoords:
; out: $00.w Sprite Y
; out: $02.w Sprite X
; out: $06.b Sprite Y Relative
; out: $07.b Sprite X Relative
;--------------------------------------------------------------------------------
; Copied from bank $06
;--------------------------------------------------------------------------------
!spr_y_lo = $00
!spr_y_hi = $01
!spr_x_lo = $02
!spr_x_hi = $03
!spr_y_screen_rel = $06
!spr_x_screen_rel = $07
;--------------------------------------------------------------------------------
Sprite_GetScreenRelativeCoords:
STY $0B
STA $08
LDA $0D00, X : STA $00
!SUB $E8 : STA $06
LDA $0D20, X : STA $01
LDA $0D10, X : STA $02
!SUB $E2 : STA $07
LDA $0D30, X : STA $03
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; SkipDrawEOR - Shims in Bank05.asm : 2499
;--------------------------------------------------------------------------------
!SKIP_EOR = "$7F5008"
;--------------------------------------------------------------------------------
SkipDrawEOR:
LDA.l !SKIP_EOR : BEQ .normal
LDA.w #$0000 : STA.l !SKIP_EOR
LDA $04 : AND.w #$F0FF : STA $04
.normal
LDA ($08), Y : EOR $04 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; HexToDec
; in: A(w) - Word to Convert
; out: $7F5003 - $7F5007 (high - low)
;--------------------------------------------------------------------------------
HexToDec:
PHA
PHA
LDA.w #$9090
STA $7F5003 : STA $7F5005 : STA $7F5006 ; clear digit storage
PLA
-
CMP.w #10000 : !BLT +
PHA : SEP #$20 : LDA $7F5003 : INC : STA $7F5003 : REP #$20 : PLA
!SUB.w #10000 : BRA -
+ -
CMP.w #1000 : !BLT +
PHA : SEP #$20 : LDA $7F5004 : INC : STA $7F5004 : REP #$20 : PLA
!SUB.w #1000 : BRA -
+ -
CMP.w #100 : !BLT +
PHA : SEP #$20 : LDA $7F5005 : INC : STA $7F5005 : REP #$20 : PLA
!SUB.w #100 : BRA -
+ -
CMP.w #10 : !BLT +
PHA : SEP #$20 : LDA $7F5006 : INC : STA $7F5006 : REP #$20 : PLA
!SUB.w #10 : BRA -
+ -
CMP.w #1 : !BLT +
PHA : SEP #$20 : LDA $7F5007 : INC : STA $7F5007 : REP #$20 : PLA
!SUB.w #1 : BRA -
+
PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; NameHash
; out:
; $00 - $07 - 64-bit Seed Hash
;--------------------------------------------------------------------------------
NameHash:
PHP
SEP #$30 ; set 8-bit accumulator & index registers
LDY #$00; ; for (j = 0; j < 8; ++j) {
-
CPY #$08 : !BGE +
LDA $00FFC0 : PHY : !ADD 1,s : STA 1,s : PLX : LDA.l NameHashTable, X ; h = T[(x[0] + j) % 256];
PHY
LDY #$01 ; for (i = 1; i < len; ++i) {
--
CPY #21 : !BGE ++ ; 21 decimal
TYX : EOR $00FFC0, X : TAX : LDA.l NameHashTable, X ; h = T[h ^ x[i]];
INY
BRA --
++ ; }
PLY : TYX
STA $00, X
INY
BRA -
+ ; }
PLP
RTL
;--------------------------------------------------------------------------------
;================================================================================